SpinkAkron

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About SpinkAkron

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    Bottle Rocketeer

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  • Location Medicine Bow

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  1. SpinkAkron

    [WIP] UnKerballed Start

    @Delbrutis, RLA has some nice stuff. Thanks for bringing it to my attention. I've added an RLA config with the beginnings of sorting things out. The tanks were easy. The whole engine tree above tier 5 or so is pretty much TBD, so I didn't even try to place the RLA engines other than some of the SRBs. I'm going with @Pand5461's suggestion that engines be the limiting factor but haven't really done much beyond moving the LV-T30 and LV-T45 to tier 4. I've been focusing on making the .625m starting parts. Looking at RLA was a big help getting my parts to at least be in the parking lot of the ballpark for reasonable stats. I had things way off. If you have any suggestions for engine placement or anything else, please feel free to chip in. Download updated.
  2. SpinkAkron

    [WIP] UnKerballed Start

    @Pand5461, after pondering it awhile, I agree you are correct re the OKTO and reaction wheel. I've moved the OKTO down to stability and the the Small Reaction Wheel up to Flight Control.
  3. SpinkAkron

    [WIP] UnKerballed Start

    I changed my other mind back to plan A and used rescaled stock engines rather than using the one from Missing History. I want to avoid having required mods if it can be avoided. I got rid of the Ven's parts for the same reason. Instead I made a set of .625m tanks from rescaled stock. I don't see any reason to avoid using rescaled parts. I certainly do not have the inclination to spend a couple weeks making them from scratch. They're fine for now, in any case. I'll look at using upgrades at some point but for now I'm more concerned with getting the tech tree and stock part placement complete. I expanded the precision engine line back and forward to split out specialized engines. Nodes are still un-named and it's all an experiment at this stage. Missing History got some more attention. Antennas are still scattered all over the place. I'll do them next. Download updated.
  4. SpinkAkron

    [WIP] UnKerballed Start

    I unsquished the tech tree, taking advantage of the unused space. This enabled me to better integrate a few orphan tech lines. The colonization line dangling off the bottom was moved up to the survivability line and will be where the life support and habs can go. The heat management line was moved up above the solar panels, integrating between high power electric and nuclear power, which fits nicely above that. I haven't decided what to do with Nuclear Propulsion so I stuck it on the top for now. Download updated.
  5. @panzer1b that looks really cool!
  6. SpinkAkron

    [WIP] UnKerballed Start

    Here's the first cut of the size0/.625m parts start. I created a new LV-T10 engine resized from the LV-T30, serving that role at size0. I resized the LV-T15 from Missing History to fill the role of size0 gimbled engine. We don't need it in the size1/1.25m line anyway. I like @Pand5461's idea of 1.25m SRBs being available much earlier than 1.25m LFEs. I'm not sure about having the Flea at start due to the availability of the size0 srbs from Vens, but I'm open to being persuaded. Tier 1(start) - LV-T10 LFE, RT-1 SRB Tier 2 - RT-2 SRB, RT-5 SRB, Mk1 -> 0 Adapter Tier 3 - LV-T15 LFE, RT-10 SRB, radial decoupler Tier 4 - LV-T30, LV-T45 I'd like to keep the OKTO in tier 4 and the small reaction wheel in tier 3. It make sense that reaction wheels are developed first and then combined with the probe core. That gives a 2 parts -> 1 part efficiency gain at tier 4. Steering/control is a deliberate pain point prior to tier 3 I've untangled the rocketry line a bit. The Propulsion Systems line can now be extended back giving a tier 4 node separate from Advanced Rocketry so we can divide up the boosters from the upper stage/specialized engines or however makes sense. It can now be extended past tier 6. Space is available for a third engine line to be developed if needed. Having Nuclear Propulsion developing from rocket engines and fuel tanks doesn't make much sense. I've disconnected it for now pending relocation. That big clot of nuclear power nodes in the upper right needs be relocated to the bottom, I'm thinking. I don't know why they squished everything together leaving about a third of the space unused. I think I'm going to have to bite the bullet and rectify that cuz OCD. @theonegalen- FYI, I'm changing the pos of every node. If that's relevant to your work, you might want to hold off a bit. download updated tech tree spreadsheet is hopelessly out of date.
  7. SpinkAkron

    [WIP] UnKerballed Start

    @Pand5461, now that is a really good idea. I'll work today on getting the basics of the .625m start set up. I don't have a much experience playing past tier 5 or so. If you have any thoughts on how the subsequent engines should be positioned, I'd love to hear them. Initial thoughts: tier 1- LV-T5 - .625m w/o gimble (rescaled LV-T30). Also one of the .625m srbs from Vens . tier 2 - LV-T10 - .625m w/ gimble (Rescaled LV-T45). LV-T5/LV-T10 would have the same relationship and relative power as LV-T30/LV-T45 tier 3 - LV-T15 from Missing History, would be the first 1.25m engine. RT-5 SRB would move from start to here. We can also look at tweaking tech costs of the various tiers to even out pacing, if needed.
  8. SpinkAkron

    [WIP] UnKerballed Start

    Cool. Thanks for the test. The battery on the probe is sufficient to fly it but not sufficient to transmit, even if the antenna could handle the stress. That's intentional . It exposes a fail point that is the lead-in to Engineering 100 giving the Z-100 battery and more durable antenna. Kind like telling little stories. Expose a weakness and offer the solution. My thought is it should take about tier 3 to get to orbit. How many missions that takes is determined by the science slider. A slower pace gives me more satisfaction so I play with it set < 50%. Other folks like to rush thru so they can play with it set higher. The split is where the aviation line splits off from the aerodynamics line. Stock has that happen on the aerodynamics node. I moved it back one tier to aviation . Makes more sense to me. I'll quit messing with aviation lines until you have time to determine which nodes you'd like. IMO, this tree is a bit of a mess and it's hard for me to refrain from 'fixing' it.
  9. SpinkAkron

    [WIP] UnKerballed Start

    More Tech Tree edits/simplifications. Removed the CTT Subsonic Flight line - unneeded. Split aircraft/aerodynamics line at tier 5. @theonegalenDoes the aircraft/aerodynamics split even make sense? Should these two be combined? Removed Landing line - too specialized. Moved parts to construction/actuators. I'm beginning to think I would have been better off adding nodes to the stock tree rather than with removing nodes from CTT. download updated.
  10. SpinkAkron

    [WIP] UnKerballed Start

    @theonegalen, I've had a config for Missing History in the mod support folder for quite awhile. It's only got the Pod moved so far. If you notice anything else out of place please let me know. I really appreciate your offer to do the airplanes mods. I'll also defer to you on the stock aircraft parts placement, so let me know where you think they should be to align with your mod configs. Does the Subsonic Flight path have any usefulness or should I just prune that? I'm going to move the split between aerodynamic and aircraft to Aviation rather that at Aerodynamics to the two paths are cleaner. That would open up a tier 5 aircraft node. I can change the aviation line on the tech tree to whatever you need. @Pand5461, thanks! I've been wondering what to do with those engine plates as I haven't used them yet. If we have smaller engines earlier, those plates would have more of a use. I had discarded the idea of .625m parts at start since I figured they'd only get used a couple times and it wasn't worth the effort required to alter the tech. But since it seems popular, I'll un-discard it. I don't want to move an upper stage engine to start. I want an early booster. What I have in mind is a re-scaled LV-T30, calling it a LV-T5. Missing History adds a LV-T15 so it would be the start of that line. Or maybe I should re-scale/re-spec the LV-T15 and make Missing History a required mod. Ven's Stock revamp has some nice Oscar tanks that I think the license would allow me to include. Ven's has several things I like, but has a pretty heavy hand with all it changes. I use a culled version. I'm still tweaking the tech tree. I'm removing links that don't make sense and realigning things. There is the option to make all inputs to a node required rather than merely any of them. That makes more sense to me (used selectively) but I think I would get a lot of pushback on that. I like things that slow down the pace. I would like to avoid the changes to science, resources, game mechanics, etc that so many tech trees also include. That sort of thing is out of scope as far as I'm concerned. To reach a release state, I think all the stock parts and tech tree edits need to be finalized. The configs the airplane mods that set this Tech Tree apart from the others should be done. I'd like to have the life support and near future configs done, among others. Lastly, we need a better name. The only thing I've come up with is Unmanned Before Manned Re-imagined (UBMR). I'm not sure about tying it this closely to UMB. It really is it's own thing. I really appreciate all the input. It's been very valuable and keeps me engaged. Thanks!
  11. SpinkAkron

    [WIP] UnKerballed Start

    @Pand5461, here's my rationale for placing parts. In general, I assume if you have the technical ability to make a part, it follows that you should also have the ability to make a larger or smaller version of that part, barring any evident technical limitations. If there is a technical reason why this should not be true, it should require a higher tech level. For fuel tanks, I believe the tech required would be related to the pressure requirements of the tank. Larger volumes require stronger tanks. The shape or diameter is not relevant. There is no reason why you should not be able to make a short tank of larger diameter if you are able to make a tall tank of a smaller diameter, assuming similar volumes. Whether you are able to build an engine of that size is not relevant. Conversely, just because you have the ability to build a larger engine, it does not necessarily follow that you have the know-how to build the larger diameter tank that goes with it. They are two separate technologies, which it why I split them into two different paths. There should not be any tanks in two nodes on the same tier. If there is, that's a mistake on my part. My plan is that the two paths should generally line up, with short tanks often being available at a lower tech than the associated engine. I've recently decided that I'd like the starting parts to be .625m so that's going to shift everything up the tree a tier or two. I haven't really thought too much about how engines should be arranged other than bigger is higher up. I appreciate your input on that.
  12. SpinkAkron

    [WIP] UnKerballed Start

    @theonegalen, do you mind if I adapt and include some of your UBM extensions with this mod? I have zero experience with the aircraft mods.
  13. SpinkAkron

    [WIP] UnKerballed Start

    I've got the OKTO at Flight Control, tier 4. I moved the small reaction wheel to Stability tier 3 as the lead up to the OKTO integrating the reaction wheels into the probe core. I'm trying to find/arrange logical connections like that.
  14. SpinkAkron

    [WIP] UnKerballed Start

    Big update. After reviewing what @theonegalen has done with his UBM extensions to support early aviation, I decided I was being way too timid with my tech tree edits. I scrapped my original plan to move Aviation to tier 2 and instead reworked the early tiers of the tech tree. Two new nodes have been added to tier 2 - Fabrication and Aeronautics. Added to Tier 3 are Basic Construction , Early Aviation, and Gadgets. Tier 4 got one new node - Gizmos. Fabrication is the new beginning to the Construction line. This will include structural parts and fuel tanks. It connects to the new tier 3 Basic Construction node, then to tier 4 General Construction. All fuel tanks have been moved down from the Rocket line with the exception of Basic Rocketry. Aeronautics begins the Aviation/Aerodynamics line. This links to tier 3 Early Aviation, then on to tier 4 Aviation. Gadgets is a new tier 3 node that links from Engineering 101. It doesn't make sense to me that Survivability (parachutes and heat shields) was the beginning of the Science/Electronics line. Gadgets take on this role and Survivability links to Advanced Survivablity only. Gadgets links to tier 4 nodes Basic Science and Gizmos. Basic Science has been de-linked from Electrics, Recycling, and Storage Tech and linked instead to Space Exploration. New tier 4 node Gizmos links to Electrics, Recycling, and Storage Tech. I've balanced the additional nodes by lowering the science costs to 3 for tier 2, 10 for tier 3, and 38 for tier 4. This gives a total of 330 for nodes 2-4 compared to 333 for stock. screenshot added to 1st post download and spreadsheet updated.
  15. Thanks for another mod I didn't even know I needed til you made it!